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#include "nvfx_context.h"
#include "nvfx_state.h"
#include "nvfx_resource.h"
#include "draw/draw_context.h"
static boolean
nvfx_state_validate_common(struct nvfx_context *nvfx)
{
struct nouveau_channel* chan = nvfx->screen->base.channel;
unsigned dirty;
unsigned still_dirty = 0;
int all_swizzled = -1;
boolean flush_tex_cache = FALSE;
unsigned render_temps;
if(nvfx != nvfx->screen->cur_ctx)
{
nvfx->dirty = ~0;
nvfx->hw_vtxelt_nr = 16;
nvfx->hw_pointsprite_control = -1;
nvfx->hw_vp_output = -1;
nvfx->screen->cur_ctx = nvfx;
}
/* These can trigger use the of 3D engine to copy temporaries.
* That will recurse here and thus dirty all 3D state, so we need to this before anything else, and in a loop..
* This converges to having clean temps, then binding both fragtexes and framebuffers.
*/
while(nvfx->dirty & (NVFX_NEW_FB | NVFX_NEW_SAMPLER))
{
if(nvfx->dirty & NVFX_NEW_SAMPLER)
{
nvfx->dirty &=~ NVFX_NEW_SAMPLER;
nvfx_fragtex_validate(nvfx);
// TODO: only set this if really necessary
flush_tex_cache = TRUE;
}
if(nvfx->dirty & NVFX_NEW_FB)
{
nvfx->dirty &=~ NVFX_NEW_FB;
all_swizzled = nvfx_framebuffer_prepare(nvfx);
// TODO: make sure this doesn't happen, i.e. fbs have matching formats
assert(all_swizzled >= 0);
}
}
dirty = nvfx->dirty;
if(nvfx->render_mode == HW)
{
if(dirty & (NVFX_NEW_VERTPROG | NVFX_NEW_VERTCONST | NVFX_NEW_UCP))
{
if(!nvfx_vertprog_validate(nvfx))
return FALSE;
}
if(dirty & NVFX_NEW_ARRAYS)
{
if(!nvfx_vbo_validate(nvfx))
return FALSE;
}
if(dirty & NVFX_NEW_INDEX)
{
if(nvfx->use_index_buffer)
nvfx_idxbuf_validate(nvfx);
else
still_dirty = NVFX_NEW_INDEX;
}
}
else
{
/* TODO: this looks a bit misdesigned */
if(dirty & (NVFX_NEW_VERTPROG | NVFX_NEW_UCP))
nvfx_vertprog_validate(nvfx);
if(dirty & (NVFX_NEW_ARRAYS | NVFX_NEW_INDEX | NVFX_NEW_FRAGPROG))
nvfx_vtxfmt_validate(nvfx);
}
if(dirty & NVFX_NEW_RAST)
sb_emit(chan, nvfx->rasterizer->sb, nvfx->rasterizer->sb_len);
if(dirty & NVFX_NEW_SCISSOR)
nvfx_state_scissor_validate(nvfx);
if(dirty & NVFX_NEW_STIPPLE)
nvfx_state_stipple_validate(nvfx);
if(dirty & (NVFX_NEW_FRAGPROG | NVFX_NEW_FRAGCONST | NVFX_NEW_VERTPROG | NVFX_NEW_SPRITE))
{
nvfx_fragprog_validate(nvfx);
if(dirty & NVFX_NEW_FRAGPROG)
flush_tex_cache = TRUE; // TODO: do we need this?
}
if(all_swizzled >= 0)
nvfx_framebuffer_validate(nvfx, all_swizzled);
if(dirty & NVFX_NEW_BLEND)
sb_emit(chan, nvfx->blend->sb, nvfx->blend->sb_len);
if(dirty & NVFX_NEW_BCOL)
nvfx_state_blend_colour_validate(nvfx);
if(dirty & NVFX_NEW_ZSA)
sb_emit(chan, nvfx->zsa->sb, nvfx->zsa->sb_len);
if(dirty & NVFX_NEW_SR)
nvfx_state_sr_validate(nvfx);
/* All these dependencies are wrong, but otherwise
etracer, neverball, foobillard, glest totally misrender
TODO: find the right fix
*/
if(dirty & (NVFX_NEW_VIEWPORT | NVFX_NEW_RAST | NVFX_NEW_ZSA) || (all_swizzled >= 0))
{
nvfx_state_viewport_validate(nvfx);
}
if(dirty & NVFX_NEW_ZSA || (all_swizzled >= 0))
{
WAIT_RING(chan, 3);
OUT_RING(chan, RING_3D(NV34TCL_DEPTH_WRITE_ENABLE, 2));
OUT_RING(chan, nvfx->framebuffer.zsbuf && nvfx->zsa->pipe.depth.writemask);
OUT_RING(chan, nvfx->framebuffer.zsbuf && nvfx->zsa->pipe.depth.enabled);
}
if(flush_tex_cache)
{
// TODO: what about nv30?
if(nvfx->is_nv4x)
{
WAIT_RING(chan, 4);
OUT_RING(chan, RING_3D(NV40TCL_TEX_CACHE_CTL, 1));
OUT_RING(chan, 2);
OUT_RING(chan, RING_3D(NV40TCL_TEX_CACHE_CTL, 1));
OUT_RING(chan, 1);
}
}
nvfx->dirty = dirty & still_dirty;
render_temps = nvfx->state.render_temps;
if(render_temps)
{
for(int i = 0; i < nvfx->framebuffer.nr_cbufs; ++i)
{
if(render_temps & (1 << i))
util_dirty_surface_set_dirty(nvfx_surface_get_dirty_surfaces(nvfx->framebuffer.cbufs[i]),
(struct util_dirty_surface*)nvfx->framebuffer.cbufs[i]);
}
if(render_temps & 0x80)
util_dirty_surface_set_dirty(nvfx_surface_get_dirty_surfaces(nvfx->framebuffer.zsbuf),
(struct util_dirty_surface*)nvfx->framebuffer.zsbuf);
}
return TRUE;
}
void
nvfx_state_emit(struct nvfx_context *nvfx)
{
struct nouveau_channel* chan = nvfx->screen->base.channel;
/* we need to ensure there is enough space to output relocations in one go */
unsigned max_relocs = 0
+ 16 /* vertex buffers, incl. dma flag */
+ 2 /* index buffer plus format+dma flag */
+ 2 * 5 /* 4 cbufs + zsbuf, plus dma objects */
+ 2 * 16 /* fragment textures plus format+dma flag */
+ 2 * 4 /* vertex textures plus format+dma flag */
+ 1 /* fragprog incl dma flag */
;
MARK_RING(chan, max_relocs * 2, max_relocs * 2);
nvfx_state_relocate(nvfx);
}
void
nvfx_state_relocate(struct nvfx_context *nvfx)
{
nvfx_framebuffer_relocate(nvfx);
nvfx_fragtex_relocate(nvfx);
nvfx_fragprog_relocate(nvfx);
if (nvfx->render_mode == HW)
{
nvfx_vbo_relocate(nvfx);
if(nvfx->use_index_buffer)
nvfx_idxbuf_relocate(nvfx);
}
}
boolean
nvfx_state_validate(struct nvfx_context *nvfx)
{
boolean was_sw = nvfx->fallback_swtnl ? TRUE : FALSE;
if (nvfx->render_mode != HW) {
/* Don't even bother trying to go back to hw if none
* of the states that caused swtnl previously have changed.
*/
if ((nvfx->fallback_swtnl & nvfx->dirty)
!= nvfx->fallback_swtnl)
return FALSE;
/* Attempt to go to hwtnl again */
nvfx->dirty |= (NVFX_NEW_VIEWPORT |
NVFX_NEW_VERTPROG |
NVFX_NEW_ARRAYS);
nvfx->render_mode = HW;
}
if(!nvfx_state_validate_common(nvfx))
return FALSE;
if (was_sw)
NOUVEAU_ERR("swtnl->hw\n");
return TRUE;
}
boolean
nvfx_state_validate_swtnl(struct nvfx_context *nvfx)
{
struct draw_context *draw = nvfx->draw;
/* Setup for swtnl */
if (nvfx->render_mode == HW) {
NOUVEAU_ERR("hw->swtnl 0x%08x\n", nvfx->fallback_swtnl);
nvfx->pipe.flush(&nvfx->pipe, 0, NULL);
nvfx->dirty |= (NVFX_NEW_VIEWPORT |
NVFX_NEW_VERTPROG |
NVFX_NEW_ARRAYS);
nvfx->render_mode = SWTNL;
}
if (nvfx->draw_dirty & NVFX_NEW_VERTPROG)
draw_bind_vertex_shader(draw, nvfx->vertprog->draw);
if (nvfx->draw_dirty & NVFX_NEW_RAST)
draw_set_rasterizer_state(draw, &nvfx->rasterizer->pipe,
nvfx->rasterizer);
if (nvfx->draw_dirty & NVFX_NEW_UCP)
draw_set_clip_state(draw, &nvfx->clip);
if (nvfx->draw_dirty & NVFX_NEW_VIEWPORT)
draw_set_viewport_state(draw, &nvfx->viewport);
if (nvfx->draw_dirty & NVFX_NEW_ARRAYS) {
draw_set_vertex_buffers(draw, nvfx->vtxbuf_nr, nvfx->vtxbuf);
draw_set_vertex_elements(draw, nvfx->vtxelt->num_elements, nvfx->vtxelt->pipe);
}
nvfx_state_validate_common(nvfx);
nvfx->draw_dirty = 0;
return TRUE;
}
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